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Messages - Lancensis

Pages: 1 ... 11 12 [13] 14 15 ... 58
181
DF Modding / Re: Can a plant be both wood and food item?
« on: May 09, 2010, 12:17:57 pm »
Or if you want to make it a bit more serious you could set the entire world to be a giant creature and you play as a race of parasites. As well as bulk meat to dig through and eat you could have veins of bone and clusters of various organs and glands. Flea Fortress anyone?

Got potential. You could make stone layers melt into red goo at room temperature, and possibly make veins of bone impossible to mine with
Spoiler (click to show/hide)
values for...is it impact fracture? I forget, but setting one of the values to 500 000 makes it basically indestructible. Would you fight white blood cells in the underground?

182
Hey, I somehow missed the Direforged mod. It looks cool. If you won't be able to merge them I can do it for you.

No worries, Deon. I'll look over Otu's readme when I've sobered up some.

183
DF Modding / Re: Automaton Fortress (1.1)
« on: May 09, 2010, 12:04:28 pm »
Yeah. Platinum is reasonably hard for an unalloyed metal, but it's far from indestructable. Would hit pretty heavily, due to it's density, however.

184
DF Modding / Re: Automaton Fortress (1.1)
« on: May 09, 2010, 11:29:44 am »
Well, most metals had what we consider personalities associated with them by the alchemists, although most of them (like lead) wouldn't be very suitable for automatons. You could always get inspiration from the metal men

I suppose nowadays, we'd be building robots out of steel, magnesium, titanium and aluminium, but most of those don't seem very plausible for your automatons. Certainly, platinum might be worth a shot, and gold/silver too.

185
DF Modding / Re: Automaton Fortress (1.1)
« on: May 09, 2010, 10:53:26 am »
Should I give mental stats to Automatons based on their castes? Copper Automatons being week, but intelligent. Steel Automatons being strong but reckless. Brass in between maybe? Please suggest things for the Brass Automatons. Or just simply state that being average for Brass Automatons works nicely.

Brass Automatons would be brazen and bold as brass, of course!

186
Arrkhal's material mod seemed pretty good for natural materials (I didn't get 'round to testing the metals, and stuff). I believe he gave teeth values close to bone, and scales values closer to nails. In fact, teeth probably needed a bit more boosting, since many animals are capable of devouring bone.

Incidentally, how much effort would be needed to cram Genesis and Direforged into a single mod?

187
DF Modding / Re: Cave temperature and boozecooking
« on: May 08, 2010, 06:53:35 pm »
How about a creature that secretes a cold material? Might be able to spread a bit more that way?
that would freeze the creature if it doesn't have a lower temp than its secretion, and most likely its trails would melt later on. someone needs to actualy test this.

Well, I did take it as a given that the creature would be designed not to die instantly.  ::)

188
DF Modding / Re: Caste questions...
« on: May 08, 2010, 04:11:39 pm »
Nope. All you can do is change which castes can produce children at all, by giving them [MALE] or [FEMALE].

189
Geez, guys, I'd love to have your forts. 3:

Seems like nothing ever happens to me! I tend to reach a certain point, stop getting migrants, a few caravans still come trucking along but mostly I am left alone by anything even remotely resembling Fun.

...some people might call this "lucky," but I don't. ;)

My latest might get a bit dull midgame, since there are no Goblins left alive in this world.

I await to see what the snake people have to offer.,,

190
Y'know, the dwarves probably hate the obsidians way more than the gloomers by now.

Personally, I like to throw a little Fear Of God into nature, and other civs from time to time, so I'm a big fan of them.

How come lady shroom-dwarves have such low willpower, Deon?

191
DF Suggestions / Re: Mermaid scales
« on: May 08, 2010, 09:37:59 am »
Oh thanks Draco. I was going to have those as a surprise in my mod but now you've ruined it. >:|

No, you ruined it by speaking up! Had you not said anything, it still would have been a surprise! >:3

You knew fine well I wouldn't be able to control my indignation!

192
Eh. I came online, kinda grumpy after losing about an hour's work on my fort and read too much into the coincidence of someone else having problems.

Jesus though, what a year. Attacked by a trio of gargoyles within a couple of second of embark, burnt the map down, had another couple of gargoyles crush both hands of a fish cleaner (got to use her teeth now?), lost a Steel dwarf to a landshark, got surprised by some MORE gargoyles, and then went on a gorilla-killing spree because they have the same symbol as gargoyles and it was making me jumpy seeing them there. Then a grimeling shows up and crashes the game!

Well, if I'm lucky, I might've saved prior to losing the dwarf. Sort of a "One Free Savescum" card.

193
DF Suggestions / Re: Mermaid scales
« on: May 07, 2010, 08:14:45 pm »
Oh thanks Draco. I was going to have those as a surprise in my mod but now you've ruined it. >:|

194
im suspecting that some broken creature is trying to spawn on my map

I've just had a game crash after a grimeling showed up. Might that be it?

195
DF Suggestions / Re: Mermaid scales
« on: May 07, 2010, 04:45:03 pm »
Sounds good, but then, I think, we should rehash the painting system a bit.

In the real-world, a lot of durable pigments were made from mineral and metals. And I think you should be able to do so in DF as well.
Like, vermillion is made from cinnebar, and ocre, sienna and umber are made from their respective clays.
Lapis Lazuli in particular is famous for being used as the blue pigment for paintings in the egyptian tombs. It was also known as being quite expensive.

Perhaps bugs?  They make a nice purple.

Based on a true story

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